The Vagabond v1

by KaiTries5

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The Vagabond

A caravan rolls through the desert sands, slow and heavy with expensive trade goods. When the merchant leading it sees bandits leap out from behind a large dune, he briefly thinks all is lost----until the well-paid mercenary guarding the convoy springs into action. Drawing two curved blades, she sprints at the bandits, dodging their arrows and giving them each a cut across the chest. She then glares at them, sending a message that the bandits receive clearly as they quickly make their escape back into the desert.

A lone elven man sits outside a cafe, sipping from a cup of tea and pulling a hood low over his face. When a bard walks past him and into the shop, he acts swiftly. In one fluid motion, he grabs the staff slung over his shoulder, wraps it around the bard's throat, and uses the leverage to snap their neck. Before the bard's limp body can fall onto the floor, the man quickly scales the wall and flees across the rooftops.

Vagabonds are warriors who defeat their opponents using incredible speed and elusive movements. They almost seem to dance through combat, landing hit ever hit yet dodging every blow that comes their way.

Mysterious Wanderers

The name "vagabond" comes from a reputation, however true or false, about these warriors----their itinerancy. Oftentimes a vagabond will show up in a town, perform some heroic or not-so-heroic deed, and then leave to never return. Because of this, they have become a kind of urban legend, even more so than other adventurers.

One cause, or perhaps a symptom, of this reputation is the non-uncommon practice of vagabonds to hide their identity. Masks, scarves, veils, and hoods are all hallmarks of roving vagabonds wanting to keep who they are a secret. Naturally, this lends them a further air of mystery and mystique, as people might not be certain who the vagabond even is once they've been noticed.

Swift and Elusive

Vagabonds primarily overwhelm their opponents with speed, acting so quickly as to not allow the enemy to react. Yet, even when they do, the vagabond reacts even faster, dodging out of the way with precision and grace. Watching one fight is the epitome of the phrase "blink and you'll miss it"----often, their blows are so swift that experienced vagabonds will slay their enemy before they've realized the vagabond has unsheathed their weapon. Some who've witnessed such fights swear that there must be magic involved, some supernatural element to explain such incredible speed. Yet, often, it is simply training and years of experience----many would say that is even more impressive, that a vagabond does not need magic.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose vagabond as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a vagabond.

Proficiencies Gained. If vagabond isn't your initial class, here are the proficiencies you gain when you take your first level as a vagabond: light armor, simple weapons, and martial weapons.





































Class Features

As a vagabond, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per vagabond level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vagabond level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Strength
  • Skills: Choose two from Acrobatics, Sleight of Hand, Stealth, Survival, Perception, Deception, Performance, and Athletics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) two shortswords or (b) any two martial melee weapons
  • (a) five daggers or (b) any simple melee weapon
  • Leather armor and an explorer's pack

The Vagabond
Level Proficiency Bonus Features Stances Known
1st +2 Pirouette, Dancing Blades
2nd +2 Flowing Stances, Celerity (10ft) 2
3rd +2 Vagabond's Flair 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack (x2) 2
6th +3 Flair feature 2
7th +3 Evasion 3
8th +3 Ability Score Improvement 3
9th +4 Keep Pace 3
10th +4 Celerity (20ft) 3
11th +4 Flair feature 3
12th +4 Ability Score Improvement 3
13th +5 Spring to Action 4
14th +5 Unfettered 4
15th +5 Extra Attack (x3) 4
16th +5 Ability Score Improvement 4
17th +6 Flair feature 4
18th +6 Celerity (30ft) 4
19th +6 Ability Score Improvement 4
20th +6 Wayward Warrior 4

Pirouette

You employ an elusive, dance-like fighting style in combat. You can choose to enter your pirouette whenever you make an attack with a light melee weapon on your turn, which grants you the following benefits until it ends.

  • Your movement does not provoke opportunity attacks.
  • When you make an attack with a light melee weapon on your turn (including the attack you made to enter your pirouette), you gain 1 momentum.
  • When you take the Attack action, you can expend any amount of available momentum to make 1 additional attack with a light melee weapon for each momentum expended. These attacks do not generate momentum.

You do not gain the benefits of your pirouette if you are wearing medium or heavy armor, or are wielding a shield.

The maximum amount of momentum you can have at a time is equal to half your level in this class (rounded up).

Your pirouette ends after 1 minute, or at the start of your turn if you have not gained or expended momentum since the start of the previous turn. When you pirouette ends, you lose any unexpended momentum.

Dancing Blades

Vagabonds excel at fighting with two weapons in tandem with each other. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Additionally, you can use Dexterity, instead of Strength, for the attack and damage rolls of all light melee weapons with which you are proficient.

Flowing Stances

At 2nd level, you can alter the flow of your pirouette to lend you a particular advantage in combat. You learn two stances of your choice from the options listed at the end of the class description. When you gain certain vagabond levels, you gain additional stances of your choice, as shown in the Stances Known column of the Vagabond table.

When you gain a level in this class, you can choose one of the stances you know and replace it with another stance that you could learn at that level.

When you enter your pirouette, you can choose one stance you know and gain its benefits until your pirouette ends, or until you use your bonus action to switch your stance.

If a stance allows you to expend momentum to make or modify an attack, that attack does not generate momentum, even if it otherwise would.

Celerity

At 2nd level, your pirouette lends you incredible speed. Your movement speed increases by 10 feet during your pirouette. This bonus increases to 20 feet at 10th level and to 30 feet at 18th level.

Also at 10th level, while benefiting from this feature, you also the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Vagabond's Flair

At 3rd level, you develop your own unique style of combat, called a flair. Choose from the Dervish, the Immortal, the Mystic, the Pugilist, the Ronin, or the Thespian, each detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Flair Stance

Your choice of flair grants you a unique stance at 3rd level, called a flair stance. Your flair stance does not count against the number of stances you know.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 15th level in this class.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Keep Pace

At 9th level, you know how to keep yourself going even when you briefly falter. If your pirouette would end early due to you not gaining or expending momentum, you instead gain 1 momentum and your pirouette doesn't end.

You can only benefit from this feature once, and regain the ability to do so when you finish a short or long rest.

Spring to Action

At 13th level, you are quick to gather speed when a fight breaks out. When you enter your pirouette for the first time after rolling initiative, you gain momentum equal to half your momentum limit (rounded down). You cannot gain this benefit again until the next time you roll initiative.

Unfettered

At 14th level, you are impossible to slow or stop. You are considered to always be under the effects of the Freedom of Movement spell; however, instead of becoming immune being paralyzed or restrained, you have advantage on saving throws made against those conditions.

Wayward Warrior

At 20th level, you have mastered all that it means to be a vagabond. At the start of your turn (no action required), you can choose to gain 10 temporary momentum; this momentum is added to any momentum you already have, even if the total would be over your momentum limit.

At the start of your next turn, any unexpended temporary momentum is lost. Once you do this, you can't do so again until you finish a short or long rest.

Freedom of Movement

4th level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Flowing Stances

Below are the stances available to all vagabonds.

Bounding Leap Stance

This stance focuses on making long jumps. While in this stance, your jump distance is calculated using your Dexterity, instead of your Strength.

Whenever you make a jump, you can expend any amount of available momentum (no action required) to increase the length of the jump by 5 feet, or the height of the jump by 2 feet, per momentum expended. This additional movement does not count against your movement speed.

Deadly Strike Stance

This stance focuses on delivering all your inertia into a few devastating blows. While in this stance, you can treat the damage dice of light melee weapons as one size higher (d4 becomes a d6, d6 becomes a d8, and so on).

When you make an attack with a light melee weapon, you can expend any amount of available momentum. If the attack hits, it deals an additional 1d6 damage of the weapon's type per momentum expended.

Flying Blade Stance

This stance focuses on curved throws that arc your weapons back to you. While in this stance, you can gain momentum from ranged attacks made with light thrown weapons, and when you make an attack with a thrown weapon, it returns to your hand after it hits or misses.

At the start of your turn, you can expend 1 momentum (no action required) to curve your throws. Until the end of the turn, attacking at long range doesn't impose disadvantage on your attacks with light thrown weapons. Even though these attacks have been modified, they still generate momentum as normal.

Lashing Kick Stance

This stance focuses on making lightning-fast kicks inbetween strikes. While in this stance, you can make an Acrobatics check, instead of an Athletics check, whenever you shove a creature.

Whenever you shove a creature, you can expend 1 momentum to gain advantage on the ability check. If successfully shove the creature, you deal bludgeoning damage to them equal to your Dexterity modifier, in addition to the other effects of the shove.

Pin Point Stance

This stance focuses on making attacks that get past your foe's defenses. While in this stance, whenever you have advantage on an attack roll with a light weapon, you can reroll one of the dice once.

When you make an attack with a light weapon, you can expend any amount of available momentum to gain a bonus to the attack roll equal to the momentum expended.

Rushing Water Stance

This stance focuses on making fluid movements that are both defensive and offensive. While you are in this stance, your attacks with light melee weapons do not trigger reactions (such as a battle master's Riposte feature).

When you take the Dodge action, you can expend 1 momentum to make a single attack with a light melee weapon as part of the same action.

Side Step Stance

This stance focuses on sudden steps to the side that allow you to dodge incoming attacks. While you are in this stance, your AC is increased by 1.

Whenever you are hit by an attack, you can use your reaction to expend any amount of available momentum to increase your AC against the attack by 1 per momentum expended.

Vanishing Mist Stance

This stances focuses on movements that help you quickly vanish from view. While in this stance, you can take the Hide action as a bonus action.

Whenever you successfully Hide, you can expend 1 momentum (no action required) to move unseen. Until the end of the turn, you remain hidden while moving as though you were effectively invisible. If you end your movement in a position that would prevent you from being detected----such as being behind a wall or in dense fog----you remain hidden and do not need to take the Hide action again or make a Stealth check.

Wandering Stride Stance

This stance focuses on long strides that cover a lot of ground in a short amount of time. While in this stance, you can take the Dash action as a bonus action.

As a bonus action, you can expend any amount of available momentum; you then teleport a number of feet equal to 10 + 5 per momentum expended to an unoccupied space you can see within range.

Dervish

Dervishes are vagabonds with the fastest of reflexes. Instead of broadening their skillset, they choose to hone their speed and fighting style. They also favor smaller weapons----yet it would be unwise to underestimate them, as even the tiniest blade can be deadly when in the hands of a skilled dervish.

Dervish Features
Vagabond Level Feature
3rd Razor Sharp, Thousand Cut Stance
6th First to React
11th Cyclone of Steel
17th Fast As the Wind

Razor Sharp

When you choose this flair at 3rd level, even the smallest of weapons become deadly in your hands. When you hit a creature with a light weapon, you gain a bonus to the damage roll determined by the damage die of the weapon; the bonus is +2 for a weapon with a d4 damage die, or +1 for a weapon with a d6 damage die.

Thousand Cut Stance

Also at 3rd level, you learn this flair stance.

This stance focuses on taking down foes with many weak blows, rather than a single powerful one. While in this stance, when you hit with an attack using a light weapon, you can forgo adding your ability modifier to the damage roll to immediately make an additional weapon attack with the same weapon. These additional attacks do not generate momentum.

    When you hit a creature with an attack, you can spend 1 momentum (no action required) to wound the target. At the start of the target's next turn, they take damage equal to your Dexterity modifier (minimum of 1) for each wound inflicted on them. If a creature has multiple wounds, their damage is combined.

First to React

At 6th level, when a fight breaks out, you act before anyone else can. You gain a bonus to initiative rolls equal to your proficiency bonus.

Additionally, if you aren't surprised, you can forgo rolling initiative and instead choose to take your turn first. You can only do this once, and must take a short or long rest before doing so again.

Cyclone of Steel

At 11th level, your whirling strikes allow you to fight even when surrounded. As an action during your pirouette, you can expend 1 momentum to make an attack with a light weapon against every creature within 5 feet of you.

Fast As the Wind

At 17th level, your speed defies explanation. At the start of your turn (no action required), you can choose to gain the effects of the Haste spell until the start of your next turn. This effect is nonmagical and as such, cannot be dispelled by Dispel Magic or similar effects. You do not suffer the negative effects of the spell when it ends.

You can do this a number of times equal to your Dexterity modifier (minimum of once), and regain all expended uses when you finish a long rest. You cannot use this feature if you used it on your previous turn, or are already benefiting from the Haste spell.































Immortal

Immortals are vagabonds that are sworn to protect others. The shield is their signature, which they use as both a ward against their foes and as a weapon with which to defeat them. Though they don heavier armor, they are still just as swift and maneuverable as any other vagabond----a fact one would be a fool to underestimate when going up against an immortal.

Immortal Features
Vagabond Level Feature
3rd Immortal Iron, Nomadic Shield Stance
6th Inevitable
11th Defiant Stand
17th Eternal Aegis

Immortal Iron

When you choose this flair at 3rd level, you adopt the use of heavier armor. You become proficient in medium armor and shields if you weren't already, and you can now benefit from your Pirouette feature even if you are wearing medium (but not heavy) armor or wielding a shield.

Additionally, during your pirouette, any shield you wield becomes a light melee weapon that deals 1d4 + your Dexterity modifier bludgeoning damage on a hit.

Nomadic Shield Stance

Also at 3rd level, you learn this flair stance.

This stances focuses on flinging your shield, both offensively and defensively. While in this stance, any shield you wield gains the Thrown (20/60) property, and when you make a ranged attack with it, it returns to your hand after it either hits or misses.






























When a creature you can see within 20 feet of you is hit by an attack, you can expend any amount of available momentum as a reaction to throw a shield you are wielding. The creature's AC against the attack increases by 1 for each momentum expended, potentially causing the attack to miss. Your shield then returns to your hand.

Inevitable

At 6th level, your foes have no choice but to face you. Whenever you hit a creature with an opportunity attack, that creature's speed is halved until the start of their next turn.

You can also choose to follow a creature you've hit with an opportunity attack. If you do, you can move up to half your speed (rounded down to the nearest 5 foot increment) and must end this movement adjacent to the creature. You take this movement after the creature has moved. You can only follow a creature once per round, even if you make another opportunity attack.

Defiant Stand

At 11th level, you can shrug off even the hardest hits. When you take damage during your pirouette, you can expend momentum as a reaction to shrug it off. Roll 1d8 per momentum expended; the damage you take is reduced by an amount equal to the total rolled.

Once you do this, you can't do so again until you finish a short or long rest.

Eternal Aegis

At 17th level, you will never stop defending those near you. In combat, you can take a special reaction on each creature's turn, except your own. This reaction can only be used to make an opportunity attack or to use the reaction granted by Nomadic Shield Stance.

Mystic

Mystics are vagabonds who pursue to secrets of the divine. They are often oracles and prophets, though many are simply called to fulfill a divine purpose. They are blessed with holy magic, and weave it into their whirling fighting style----yet it is a gift they wield outside of battle too, providing clarity to the lost and healing the wounded and sick as needed.

Mystic Features
Vagabond Level Feature
3rd Spellcasting, Woven Prayer Stance
6th Whirling Revelations
11th Benediction
17th Weapons of Sanctity

Spellcasting

When you choose this flair at 3rd level, you learn to glean the secrets of the world through magic.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots. The Mystic Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice.

The Spells Known column of the Mystic Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through careful contemplation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = Your proficiency bonus + your Wisdom modifier

Woven Prayer Stance

Also at 3rd level, you learn this flair stance.

This stance focuses on recitation of divine prayers amidst your movements. While in this stance, you can treat any somatic and non-costly material components of your mystic spells as verbal components.

Once per turn when you would make an attack, you can expend momentum to instead cast a mystic spell with a casting time of 1 action. The amount of momentum expended is equal to 1 + the level of the spell (1 for a cantrip).

Mystic Spellcasting
Vagabond Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Whirling Revelations

At 6th level, the divine magic you wield spurs your actions. If you cast a mystic spell during your pirouette, you gain 1 momentum (unless you expended momentum to cast the spell, as per your Woven Prayer Stance.)

Benediction

At 11th level, you can call out to the divine for aid. As a bonus action during your pirouette, you can expend momentum to regain an expended spell slot of 4th-level or lower. The momentum you must expend to regain a spell slot is equal to twice the level of the spell slot.

Once you do this, you cannot do so again until you finish a short or long rest.

Weapons of Sanctity

At 17th level, the very weapons you wield contain within them latent divine power, which you can activate with a touch. As a bonus action, you can cast the Holy Weapon, targeting two light melee weapons you are wielding. This version of the spell has the following changes.

  • It does not expend a spell slot, nor does it have any components.
  • It lasts for 1 minute and does not require concentration.
  • Both weapons benefit from the spell's ongoing effects.
  • If you dismiss the spell, you must choose which blade emits the burst of radiance. The spell's effects then ends on both weapons.

Once you use this feature, you can't use it again until you finish a long rest.

Pugilist

Pugilists are vagabonds who eschew weapons in favor of their own hands. They are ever the more quick, as they do not need to carry a blade, and their fighting style reflects this newfound mobility. They quickly weave inbetween their foe's attacks, throwing in punches of their own to wear even the most formidable opponents down. Not only are they swift; they are brutal.

Pugilist Features
Vagabond Level Feature
3rd Rapid Fists, Floating Butterfly Stance
6th Bone Breaker
11th Brawler's Instincts
17th Combo Strikes

Rapid Fists

When you choose this flair at 3rd level, you learn how to use your fists as a weapon. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal bludgeoning damage equal to 1d6 + your Dexterity modifier on a hit. You can treat unarmed strikes as light weapons for the purposes of features from this class.

Additionally, when you use the Attack action with an unarmed strike, you can make a single unarmed strike as a bonus action.

Floating Butterfly Stance

Also at 3rd level, you learn this flair stance.

This stance focuses on weaving inbetween the attacks of your opponent. While in this stance, whenever a creature misses you with an attack, you can move 5 feet without using your reaction or spending any of your movement. As per your pirouette, this movement doesn't trigger opportunity attacks.

When creature misses you with an attack, you can expend 1 momentum as a reaction to make an unarmed strike against that creature. This can be before or after you take the movement granted by this stance.

Bone Breaker

At 6th level, your punches carry enough speed and force to break through even the strongest defenses. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you hit a creature with an unarmed strike, you can choose to ignore temporary hit points (dealing damage directly to their hit points) and any damage reduction that isn't resistance (such as an ancestral guard's Spirit Shield feature). You can do this a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Brawler's Instincts

At 11th level, you are used to reacting impossibly quickly. During your pirouette, if you've already taken your reaction, you can expend 2 momentum to take an additional reaction. You can only do this once per round.

Combo Strikes

At 17th level, your every strike makes the next even more powerful. When you hit a creature with an unarmed strike, the damage of the next unarmed strike you make against the same creature is increased by 1d6. These dice are cumulative (2 previous hits equals 2d6 additional damage), but are lost if you attack a different creature, miss an attack, or make an attack that isn't an unarmed strike. They are also lost at the start of your next turn.

Ronin

Ronins are vagabonds who prefer the weight of a single weapon, rather than two. Though they do not strike as often or as fast, when they do, the damage done is deadly and devastating. Though relying on a ronin's relatively slow speed is a fool's errand, as they are still far faster than most other warriors that wield two-handed weapons. Their fighting style allows for plenty of swiftness and maneuverability.

Ronin Features
Vagabond Level Feature
3rd Solitary Blade, Manifold Slash Stance
6th Reap the Field
11th Sudden Stroke
17th One Breath, Five Deaths

Solitary Blade

When you choose this flair at 3rd level, you learn how to wield a single weapon with lethal speed. You can treat any two-handed or versatile melee weapon that lacks the heavy property as having the light property for the purposes of features from this class, but not for two-weapon fighting.

Manifold Slash Stance

Also at 3rd level, you learn this flair stance.

This stance focuses on making single strikes with the power of ten. While in this stance, after you take the Attack action with a weapon you are wielding in two hands, you can use your bonus action to deepen the cut. Choose one creature you hit with the weapon; that creature takes additional damage equal to the weapon's damage die.

As an action, you can expend any amount of momentum to make a single attack with a weapon you are wielding in two hands. If the attack hits, you then automatically hit the creature an additional number of times equal to half the momentum expended (rounded down). You then cannot make any weapon attacks until the start of your next turn.

Reap the Field

At 6th level, you line up your blows so that even if you miss your intended target, your strike carries through onto the next. When you miss a creature with a weapon attack, you can reroll the attack against a different target within reach of your weapon. You can only do this once per round.

Sudden Stroke

At 11th level, you can make swift strikes despite the weight of your weapon. As a bonus action during your pirouette, you can expend 1 momentum to make a single attack with a weapon you are wielding in two hands. If the attack hits, you regain the expended momentum.

One Breath, Five Deaths

At 17th level, you move with such speed and strike with such force as kill several foes in an instant. As an action, you recreate the effect of the Steel Wind Strike spell, with the following changes.

  • The effect is nonmagical, and as such can't be countered by Counterspell or similar effects.
























































  • You must make an attack with a weapon you are holding in two hands as part of the effect, instead of a spell attack roll.
  • The damage type is the same as the weapon you are using to make the attack, rather than force damage.

Once you do this, you can't do so again until you finish a short or long rest.

Thespian

Thespians are vagabonds with a dash of theatrics. They are performers at heart, weaving acrobatic tricks into combat and perfectly capable of putting on performances outside of it. Often actors and entertainers, they also know how to maneuver the social realm with as much deftness as they have in battle.

Thespian Features
Vagabond Level Feature
3rd Performing Arts, Distracting Spectacle Stance
6th Eavesdrop
11th Entrancing Dance
17th Hidden Intentions

Performing Arts

When you choose this flair at 3rd level, you become well-versed the art of performing. You gain proficiency in the Acrobatics and Performance skills, as well as with disguise kits. Your proficiency bonus is doubled for any ability check you make that uses these proficiencies.

Additionally, you gain a new way to enter your pirouette. Whenever you make an Acrobatics or Performance check and at least one creature can see you, you can choose to enter your pirouette. During this special pirouette, you can use your action to make an Acrobatics or Performance check, gaining 1 momentum for each observer's passive Perception DC you succeeded against, up to half your momentum limit.

Distracting Spectacle Stance

Also at 3rd level, you learn this flair stance.

This stance focuses on making overdramatic movements that draw attention. While in this stance, you have advantage on Charisma checks.

As a bonus action, you can expend any amount of available momentum to draw the attention of your enemies. Choose a number of creatures equal to half the momentum expended (rounded down); the chosen creatures have disadvantage on the first attack roll or Insight check they make against a creature other than you before the start of your next turn.

Eavesdrop

At 6th level, you've learned how to listen into conversation, even while performing. If you spend at least 1 minute listening to a creature talk outside of combat, you learn whether they are your equal, superior, or inferior in regard to two of the following characteristics of your choice.

  • Charisma score.
  • Wisdom score.
  • Wisdom score.
  • Class levels (if any).

In place of one of both of these, you can choose to instead learn one of the creature's personality traits, or a piece of its personal history. You can only eavesdrop on one creature at a time, even if they are engaged in conversation with multiple other creatures.

You can benefit from this feature during your pirouette, though you must still be out of combat to do so.

Entrancing Dance

At 11th level, your skills as a performer attract others to you. During your pirouette, you can use your action to expend 5 momentum and choose one creature that can see you. The chosen creature is charmed by you, and suffers an additional effect depending on whether it is in or out of combat.

  • In Combat. The creature is charmed by you until the end of your next turn. While it is charmed by you, it is completely entranced; it cannot move or take any actions or reactions while it can still see you.
  • Out of Combat. The creature is charmed by you for 10 minutes. While it is charmed by you, it wants to please you; while it will not follow your every command, especially those that are harmful to it, it will generally do what you ask it to.

Creatures that cannot be charmed are unaffected by this ability. Once you do this, you can't do so again until you finish a short or long rest.

Hidden Intentions

At 17th level, you can leverage your acting ability in combat to deceive your opponents. Once per round when you make a weapon attack, you can make a Performance check instead of an attack roll, contested by the target making an Insight check. If you win the contest, the attack automatically hits, as they are not able to adequately defend themselves.

Any creature that you use this feature against gains a +2 bonus to their Insight roll for each time you've used this feature against them beyond the first. They lose this bonus after a full day has passed.

The Vagabond

An elusive itinerant warrior that elegantly weaves through battle. Whirl and dance through battle! Build momentum to overwhelm your foes with attacks! Develop one of six flairs and master their unique techniques!

Created by: u/KaiTries5

Artist Credits:
Cover - Ronin, by Guweiz
Page 1 - Kingdom of Holy Sands, by Henry Lynch
Page 1 - Asura Dance, by Victor Tan
Page 3 - Samurai, by Shyguyz_
Page 4 - "Orcbane" the Elvish Wardancer, by Sebastian Horoszko
Page 5 - Samut the Tested, by Aleksi Briclot
Page 6 - Ancient Greek Spartan Warrior, by laietano
Page 8 - Tiefling Monk, by Theresa Königseder-Haller
Page 9 - Toshie, by mmummo
Page 10 - Assassin Concept, by JasonTN
Back - Caerin, by Gordon Napier

Other Credits:
Page Stains by Jared Ondricek
Shaman Icon by Game-icons.net